The interpolated model mod programming isn't released with Reunion so it won't work at all (plus will hang game when you are a frog). I've got the inter + non inter lined up for release and it works perfectly so far. But when I finally get this latest version out it will need a lot of testing. There are certain things that are known to be wrong at moment. I left them on your(?) 60fps model thread.

As for Reunion R06, I am having a real problem in how to approach the release. You see, the DLL is now an add on by itself and has separate optional mods - as well as mandatory bug fixes. But I don't want people to think that The Reunion is still how it was... a fixed installer where you HAD to have Menu Enhancement/Beacause. That's no longer the case. The DLL is itself a tool! And It powers the other now completely optional additions. It also allows modders to add their own complete packages to the game, which the user can switch between with the options.ini file.

Basically, if I treat the DLL as a separate mod... I then have to do more work, whereas I can include the DLL and make it part of The Reunion - but sow confusion. I think the latter may be the price. Perhaps I can get out a tutorial video to clear this all up.

Anxious Heart, Menu Enhancement, Audio Replacement, Beacause (has to come with Menu Enhancement), 60fps Battles, Soldier Quest, Tweaks... All of these are now COMPLETELY Optional and standalone. If you want to simply have 60fps battles... you can.

Because this game is probably the most cobbled together thing I've ever seen, this Field Battle Mode flag (not to be confused with the Battle Type or the Battle Formation flag, set in Scene) stuff is a total nonsense when you look at what's going on. The game actually only uses 16 bits for the Field Battle Mode - despite the fact there is a "Field Battle Mode (2)" which appears to allow 32 bits. The engine simply does not support it. Instead, the flags are converted to a 2 byte value. Regardless of the flag set in Field Battle Mode (1), the same counterpart will be set with Field Battle Mode (2). Example:

Flag 1 in Field Battle Mode (1) is "Do not show Battle Rewards". This will set the exact same bit in FF7 memory as Flag 1 in Field Battle Mode (2). The value in memory is 0x80 at CC0DC6.

Field Battle Mode (1) is actually only Flags 0-7 + Flag 16. Why 16? because that is the Disable Game Over flag, which gets its own byte to itself (CC0DC5). In actual fact, this is a shoddy - and I do mean SHODDY - shoehorned fix. Clearly, the 16 bits (instead of 8) is there in Field Battle Mode (1) purely so the Disable Game Over byte can be set. Flags 8-15 simply cannot be used in Field Battle Mode (1) - though I assume any of those being set to 1 will result in Disable Game Over, since CC0DC5 will then be non zero.

So, what about Field Battle Mode (2)? Well, this is a jumble too. The engine makes sure that the flags set here will set the same 2 byte value at CC0DC6 (+ Disable Game Over bit at CC0DC5). Flag 0-7 of Field Battle Mode (2) is the same as Flag 0-7 of Field Battle Mode (1). But Flag 24 becomes the Disable Game Over (it's Flag 16 in Field Battle Mode (1) ). Flag 16 in Field Battle Mode (2) is Disable Victory Celebration Music, which is actually given the value 0x100 at CC0DC6. It's the only flag that can't be set with Field Battle Mode (1).

Rather than think of this in terms of field flags, it's much easier to think of it as a memory value. The value the engine actually makes use of.

And Disable Game Over is set as Value 0x01 at CC0DC5 [Flag 24]. It must be noted that although 24 bits can be reflected from CC0DC5 using Field Battle Mode (2), only the 16 bits at CC0DC6 will be copied to battle memory (9A88A6) making them effective. Game Over flag is not copied. The engine checks for it at CC0DC5 - not at 9A88A5 when the battle ends.

Basically, as I noted on the github, Makou Reactor should do away with Field Battle Mode (1) and only allow the "32 bit version" - although it should simply show to the user flag 1-17, with flag 17 being "Disable Game Over". In other words, the non usable flags should be hidden and effective ones translated by Makou Reactor.

pop ebxend;Ordinary escape is given value of 04. Seems Smoke Bomb (and possibly other materia/item escapes) are given 08. I am going to check what value is given when the "no reward screen" field opcode is operating.

Edit. It uses 0x20... so normal victory flag when the "no reward" is in use. I'm going to need to disable the normal victory kill update as well and always force it on exit.

For some reason, the enemy skills learned address (9A8DDC for Member 0) requires that byte to be $80. If it isn't, the address isn't changed. Perhaps there is a check for it somewhere. If it's 00, then I assume the game ignores writing to 9A8DDC. [Edit. 005DB061 is where the check is made. The originally game sets the byte to 0x80, but any non zero should work. If 00 then Enemy Skill is not equipped, you see. There is a further check after that, which I am unsure of.]

It also seems to me that the mask check (xor) can be ignored? All it will do then is ALWAYS update on battle victory when E Skill is in a slot, rather than what it does now- check if any change from e skill at battle start.

I've also disabled the victory E Skill update and put the update in battle exit (so that the E skill change will always be reflected).

I'm not really sure if I need to preserve edi,ebx,esi here. Didn't check.

Still this nifty replacement I've made for the Enemy Skill mask ensures that, from now on, the enemy skills MISSING from the total are what count, not the ones that are PRESENT. See, originally, if one of your characters had a full enemy skill set, it would then stop all other enemy skills from learning all abilities. And if one of the materias had, say, Frog Song, then none of the others without it would gain it either.

Enemy skills can now be learned when a materia already has the skill. It's not really a bug that it originally doesn't - but a design choice. A bit lazy of them not to add the ability in too. For now, the "Enemy Skill learned" text will always be seen when it is used on member, but I am thinking I can add in a check to stop it.

NFITC1 also noted the area where they are all added, so I've moved the code to battle end, instead of "menu at battle end" - meaning learned skills are always learned. Not just at victories. This one was a big oversight.

One reason I pull download links is because people refuse to read threads. Lazy people. And then I am forced to repeat that the download is not supported anymore.Anxious Heart and 60fps is part of The Reunion as an optional mod. It's been improved, All I can tell you is to wait.

The old 60fps had serious bugs. That's the main reason it was pulled.

It will break your game.

So, donation or no donation, it's not going back up. I don't have the old installation anymore. IT was a game breaker.

I mean use the English 1.02 exe and convert the text in it to French using touphscript. But you'd need to rename the french program files to their english equivalents. This will be easier when my dll is released.